Advantages: Much more CC/ "in your face", which is why I LIKE BT.
Disadvantages: Out of all those 25 terminators, absolutely no Assault guys. No TWC, No TH or Storm Shields anywhere. I'd either have to hope for "counts as", or do some trading.

Advantages: I have all the models. I know what they look like (this is a HUGE plus for me as I am STILL learning what all came in the bags.) I would learn something about most rules that confuse me (Jumpers #1 on the list). I would have some serious shoot/assault options.

Disadvantages: It doesn't have any real cohesive feel, and I can't figure out any situations that would cause an instakill with this list.

So thanks for any comments... and now I have to see how a real game goes...

14 comments:

As for cohesiveness, I wouldn't worry TOO much about it at this level. I think everyone will be in the same boat.

For the BT lists, don't you need the Champion? Or is that only above a certain points level?

I actually like the first BT list. Good bit of shooting will probably do well at that level. If the enemy's assaulty, you have shooting options, and if they're weaker than you in assault, you can shoot on the way in!

Second list - I'd be wary of walking assault terminators. I think they should probably be saved until you can afford a ride for them. They will certainly draw some fire though!

SW- again, walking assault (essentially) termies, not sure how well that would work out.

"If all goes well, I'll be joining in the gameplay next week at the local FLGS."

Sounds exciting! I haven't posted about it yet, but my big project for 2011 is to build a 40K army, drinking the GW Kool-Aid in the process (after 10 years away from the Crackhammer mill). I'll be doing it mainly as a painting and modeling project and for fun pick-up games, but league play is a definite option. I'll have to go and observe some of the games at my FLGS before deciding...

I don't know much about BT so I can't help there I am afraid.Any obvious mistakes with the SW I'd say not really. Well the Skyclaws don't really have bolters but bolt pistols. That means they have +1A but can only fire their measly pistols in the shooting phase. Also giving them a plasma pistol is kinda pointless because they cannot shoot on the same turn they charge (and you'd rather spend your time in CC with them instead of having them 6'' away and shooting with their pistols).

Also don't give MotW to the chainfist guy. If he has that upgrade then (quoting the codex): "These attacks are made models' claws and teeth, and hence are not affected by, additional hand weapons and so on". In a few words it makes the chainfist useless. If you want to use it on the model you'd better not buy any other wargear for it (even the free power weapon from the terminator armour is wasted). Um, and 3 Wolf Guard in Terminator armour and Powerfist would cost 129 points not 93. Ok if you want to have a legal list it should be more like that :Logan Grimnar 2753 Wolf Guard 124 Terminator armour, Power Fist Terminator armour, Chain Fist MotW 3 Wolf Guard (Terminator Armour, Power Fist) 1295 Skyclaw Assault Pack (Power Weapon) 105Predator (side sponsors lascannons) 120

This is 753 points actually but I bet your opponents will forgive you for 3 points over :)Hope this helps and good luck with your games.

In the first list, if you buy Furious Charge for your command squad you have to buy it for the character too.

However, that command squad is tooled up for shooting, I would recommend buying them Tank Hunters instead. I would also recommend using two assault cannons rather than 1 cannon 1 cyclone. BT cyclones are not nearly as good as the vanilla marines.

The second list has too many points invested in that Rhino. Dump all the equipment off that Rhino except smoke launchers and Extra armor. Use the extra points to buy meltaguns and/or heavy weapons for your crusader squads. Right now without special or heavy weapons, they are completely useless as shooters, and without the Emperor's Champion they are useless as CC fighters.

Are you sure he didn't mean a special close combat weapon? I don't think the guys will ever get to fire it even once. Their special rule is:"If a pack of Blood Claws is within 6'' of an enemy model at the beginning of the shooting phase,that pack will forgo its shooting phase altogether as it prepares for a devastating charge..."If you got some special close combat weapon for them (power fist, power weapon) you'd rather use that.What side sponsors do you have for the pred? The twin linked turret lascannon is way overcosted in my opinion (45 points!!!).

hey Loq, I'll try to crunch some numbers and see what I can come up with based on what it looks like you've got.I'm not a BT guy, as my primary focus is on how to make Sisters and Light armor brigades better (which BA's can do fantastically)It looks like you've got 1 rhino chassis, any more?

Try a proxy Emperor's Champion with the Preferred Enemy vow. MArines that hit in close combat on a 3+ is nice.Sure he costs a bit more than a chaplain, but he has a better weapon, the save invulnerable save, and a 2+ regular armor save. Plus he makes you close combat better. Think furious charging terminators that hit on 3+.Yes please I'll have some. If you drop the extra rhino points you have the points needed to take a emp. champ and cool 3+ to hit vow.